But one looses detail and then you have to subdivide further into the model process. I am starting to think that the pro's with multiresolution is that you can have a rich detailed mesh over a low poly mesh. Hence lower resources used if you gonna texture paint and such.

By "texture paint" I guess u mean "vertex paint" (Blender), which is what I'm aiming for (experimented a bit already) - can't imagine marking seams, etc. just to get texture onto a model. Would rather paint directly on the model anyhow
(just my nature).

Not sure why a high poly count is needed for vertex paint when an imported texture will fit on a single, undivided face...
or maybe I missed something (maybe large, flat areas must be subdivided before imported texture is applied?)...

durgl, there's different ways of unwrapping, try unwrap then smart project without marking seams. Works pretty good for high poly stuff and then you can texture paint on it once you have added a new image in the uv image preferences.
I really like that anatomy study, you are very good.
Agree with you about the unwrap system, you know a back and front sometimes becomes different when you unwrap, it's like distorted which pisses me off with Blender. Apparently it counts from a vertex which is closest to the mark....hmm...

Messed around with particle settings, particle rain and some gravity settings but I ended up just with regular gravity.
Hmm I should try this for a logo perhaps....
Edit, lol I added it as a logo on my site. haha ok nevermind.

QD, thanks, I'm still an amateur compared to where I want to be (or is that always true of everyone, hehe).

I really like the Pattern9, Pattern8, etc. images on your site. Used to do that with photos (make a kaleidoscope-like image, then fiddle with lighting, etc.). Like a Rorschach ink blot, lots of 'exotic' things to see (faces, architecture, etc. - "embedded objects" is the technical term, I guess). Um, I don't know what the "particle" stuff is but, ditto (enthralling).

And the horse... I first thought "buckskin" (the colouring) and meant to check. Used to have a horse and wanted to know everything about horses - guess I'm not as rusty as I thought.

Still pushing the current model/project (will wrestle Blender later; by then maybe there'll be no reason to wrestle [grin]); thanks for the notes, though (always good for future reference). Got the hands done; no creases (if I start I'll never stop). Guess I'm building a bank of components that can be arranged, welded together, and tweaked at the seams...

durgldeep, appreciate that you like the patterns thank you. , started years ago when I experimented with speed paintings, here in Sijun actually.
Thought some good could come out of it and now I am saving some of them to use as textures for cloth for 3d or wherever they would fit... Feel free to save some and use them if you want.
Gonna work on the quality on the next patterns that I will add, perhaps need to make them bigger when I create them.

True with pushing the skills, I don't stress it these days though.
And with 3d there's some many directions to go aswell.

durgl, I really like the anatomy study that you are doing, wonderful. You gonna use him for your project?

btw buckskin, do they have black hair? Not sure if one can have a white horse with dark hair?.... looks more attractive to me though... lol haha I suck.

Interesting re white horse with dark hair - exactly what I was wondering, uh, a year ago (dug this out of the archive), hehe.
Google says: grey (Arabian) with black mane is possible... but no sign of a proper white horse with a black mane. Hmmmm...

Last edited by durgldeep on Tue Dec 14, 2010 8:57 am; edited 2 times in total

Edit: Just tested vertex paint on a small, very high poly model. The sharpness I want isn't possible so hand-painting models is a dead end. No biggie - good to know before going much farther.

Quintus Dias wrote:

durgldeep, appreciate that you like the patterns thank you. , started years ago when I experimented with speed paintings, here in Sijun actually.
Thought some good could come out of it and now I am saving some of them to use as textures for cloth for 3d or wherever they would fit... Feel free to save some and use them if you want.
Gonna work on the quality on the next patterns that I will add, perhaps need to make them bigger when I create them.

Thanks - I think it's cool that you're offering free stuff at your site (I was doing similar, until blogging made web publishing kinda redundant). Am realizing I haven't thought about (premade) textures for a very long time - completely forgot about this stuff (see below).

I like how the "particle" images suggest cities or huge warehouses (graveyards, even) but kinda metaphysical too, like the guts of a strange engine or machine (like a motherboard in grand scale) - no clue how it's done but I like.

Re the second video, last I knew (last video I watched on the subject) textures had to be painted in an external program (such as photoshop), then saved as a separate file. Now it's all-in-one (the unwrapping/painting is all done in Blender), which doesn't seem so bad.

durgl, Sweet kaleidoscope picture, looks pretty cool. I have seen some of those tutorials before, I never found vertex paint to be any good though. You know you can get detail with texture paint, I think it is probably important to unwrap when you have the model at a low poly though and then texture paint the low resolution to subdivide and add levels after that.
I have made some mistakes with the horse actually, hopfeully I will learn for the next model lol.
Got problems with overlapping texture, mostly because I smart project on a high poly perhaps.... hmm.

Aha so that's buckskin. I looked up info about white horses, most of them are grey and the white ones are very rare as I understand. The white ones are reddish white, guess I will call my 3d horse a grey with buck skin mane haha. Oh maan I bend the rules always, seems to be the standard eventhough I try not to. Ah well.

Don't you texture paint in Sculptris? I Found out that sculptris texture paint was awesome, I however didn't wanna rely on two different softwares. And.... they handle triangles differently when you import into blender.

Btw about triangles, I told you previously one time that it didn't had support. Blender and triangles.... there seems to be support but I am afraid I get different info from different people. All in all quads are more safe to model with in Blender, I would rather have the ability to divide a edge without affecting other areas, in Blender it divides the other close edges too which makes it uneffective.

QD, to me the horse looks spot-on for a buckskin (and research confirms it, hehe).
The other one (white with black mane)... I might include it in the Patel Grand story anyhow (that's what the drawing was done for); it is an alien planet, after all. Oh: the drawing is vectors (done in Inkscape).

Thanks for the notes on triangles... One thing that put me off working with quads - something that stumped me earlier - was how to increase the number of quads (for things like ears) without using triangles. I just figured out how to do that (while watching the videos).

That started me fiddling with 2.55 beta... very slow work, but a little bit of progress (below; crummy screen capture). Too slow, so I tried obj import again, this time it worked (maybe tomorrow it'll stop working again, lol).

Will be faster to rough the figure in sculptris (I have no prob with multiple programs), import, convert "tris to quads", and sort from there, I think. We'll see (think I've mentioned this before; maybe this time I'll actually do it).

Unfortunately sculptris vertex paint doesn't work for me. Not sure if it's this machine or what (Win7) - tried reinstalling sculptris, etc. Just doesn't work. On the other hand, the newer version of Blender is a lot easier to use (though still kinda boobytrapped, lol).

durgldeep- Agreed about the quads, it is a different kind of thinking when making detail. Hmm hope I will get my hand around it.
I had to try this with low poly then high poly over, this way you unwrap the low poly which in this case was a box. ...then you can paint on the high poly freehand, in multiresolution you just lower the preview which makes it smoothly when painting.
Pretty neat, gotta try this more.
Ok gotta go out in the snow now, you know we have -10 celsius here now. Has been for a week I think. 60 cm of snow. Talk about snowed in.... lol.
You have snow?

I also use the 2.55 beta, feels more unstable than the 2.54 beta, very strange. I think they messed up the 64 bit or something. Got some topol errors. hmm...
Do you also have 64 bit?

QD, yes, we have snow (shhhhh)... Soon as I yell *we got snow* the temp will spike and it'll melt, right? lol

I do have 64 bit but downloaded 32 (don't know how much difference it really makes...? am clueless re tech stuff). 2.55b seems unstable, for sure. Twice, the menu/interface (all text and buttons) disappeared completely and three times it crashed when closing the program.

Again, will go with what works. Gimmie a blackened stick and a stone slab, I'm okay with that too.
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Edit:
knew I'd find a sculptris/blender vid sooner or later (below). Not the process I would use (to combine parts) but anyhoo... good seeing someone else's work/method.

I had to try this with low poly then high poly over, this way you unwrap the low poly which in this case was a box. ...then you can paint on the high poly freehand, in multiresolution you just lower the preview which makes it smoothly when painting.
Pretty neat, gotta try this more.

QD, I think I'm starting to understand (yes, I'm slowwwwww [sigh]). First re sculpting: looking at the meshes in the "Zbrush" video (link above)... apparently using two meshes is standard practice [Edit: wrong!] (how else could the base mesh be so simple and the finished model so detailed).

Re colour/texture paint: still not sure how painting/projecting high detail through a low poly mesh [wrong again!] is possible (precise placement - of a crease, for example - would be hit-and-miss?). Likely I should try it first, before asking questions, hehe.

And re "I love Roman stuff" (previous page), I thought of using Roman designs as a base for one of the cultures in my story (separate thread). Thought Roman stuff might be stale by now ('done to death') but might be a good place to start...
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durgl, wow the anatomy is really good, love the feet.
Yea you know, you can't never go wrong with Roman, might be the design of it; the pillars and props.
I am looking into better topology at the moment, making experiments as I go along. I think there's different topology when there comes to technical modeling and organic modeling. Thus I always have problem with clothing and making secondary meshes and still make the base mesh to work. Hmm.
My horse became a disaster, I might still use it for a illustration I have in mind.... I think I might start to make models in sections, they usually model cars like that to have control of the section.
Hmm Need focus on my illustration on my site, the idea is to activate all the different sections so I can start to promote the site. lol, probably need years for that haha.

You know, the best idea to get detail is probably to unwrap and mark seams and then paint it in Gimp, that way you can get a lot of detail in the texture. I miss old tools like the one that used to be in old versions of 3d studio max, texporter.... u remember?
I used to mess around with stuff like that back in the late 90s...
However the tools in Blender are pretty good, difference is that one has to work harder to achieve good things. The texture thing has been killing me for a long time, especially the distortion when you unwrap. That makes me pull my hair Lmao.

Btw You can download the Bowl1 on my site if you want, and then look at what I did with the unwrap.... Hopefully the model works, haven't tried it in another app. Haven't got any feedback either regarding the models. Hard to trust the beta versions sometimes, especially when the 2.54 beta had a broken exporter.....

sweet the weekend is on, here's a composite test that I made, mostly testing for now. Oh my oh my, my posts are getting out of hand, too much texting.

QD, thanks.
Interesting composite test (as always). Still no idea how it's done - and likely guessing is not a good idea, hehe.

Re topology, for organic shapes (such as clothing) would it be easier to build the secondary model first? Then build the low poly beneath it? Or am I missing something obvious again (as I have several times already).

Re 3D studio max, I've never tried that one. I think I finished two (beginner) tutorials in GMax (before running away screaming, hehe); that was a couple years ago. This thread is about the only sustained effort I've made in 3D...

Re unwrapping and texture paint, I think I'll get there eventually (as mentioned). Currently I'm having too much 'fun' in sculptris... also I'm learning about blender (and misc 3D stuff) without even trying. Inching along, yep.

durgl, thank you. the same back at you, that horse is really something.
Regarding clothes, hmm back in the day you used to model the clothes as a base mesh unless you needed something to be displayed beneath. Hmm not sure as the best approach, I have got stuck at some levels now I believe and it takes time to dig deeper into it.
....Pose armature (bones) have been taking up my time recently, weight painting feels primitive when there's high poly involved.
...Then again, I might be doing something wrong haha.

Haven't heard of a roman nose before, lol there's always something new to learn.
I Love that link btw, must say that I prefer arabian style on a horse. Then with mixing in elements, which to me are graceful. It is rather strange though, I could have sworn I have seen paintings with dark mane and buck skin features on a white horse. Hmm;
Then again, arabian brown horses are actually like that too, very graceful heads on those.
More experimenting with composite and stuff.

Back to Roman stuff... hard not getting tangled in the history (am doing more reading than actual research, lol). Also, gotta keep track of the difference between authentic (period) dress and 'romanticized' versions...

To post or not to post is perhaps a deeper subject than what one think, I feel though that when we are posting here just the two of us we start to touch upon the shizophonic, no pun intended. .....I actually was the one who started this thread, have used different nicknames in here over the years.
However I feel we cannot force 3d down this forums throat when it is a 2d majority, my thoughts though so you are very welcome to keep posting in here.

You are very good no doubt about that so keep going, I hope to see some finished stuff from you in the future.

"Dhabih has been happy for us to cultivate a relaxed, easy-going community, rather than drive for market share or a particular purpose. It is whatever it is, and the people who visit seem to enjoy it for that."
http://forums.sijun.com/viewtopic.php?t=42876

Thanks for the invitation to keep posting here. Not sure if I'll continue in 3D or not. Whatever I do, it's all aimed at finishing the Patel Grand story. Learned lots here - thanks for that - will carry it home.

did some of you took a closer look at the blenderversion?
It felt like almost evry 2.5x release was unstable or at least some spots where missing or not fully operable.._________________.. err but maybe its the other way around ..or maybe I lost it .. back then

Bit of correction: "easy to use" might be misleading (to amateurs like me). The
interface hasn't changed much (at all?) since 2.5beta (last version I looked at).
Sorry if anyone downloaded and was disappointed.

huhm-hm ok, thank you guys. I'm on Win7 64bits too (may also be a cause don't know) Everytime I'D like give it a try, hm mostly with some sofisticated tasks, Blender smacks me again .. and friend of mine (thats with the Blender programming community) comes with patches and codevariations and latest minireleases and so on
I wanna use the toolbox don't wanna spend time reprogramming it - just to open it or use one specific tool
Well .. some day .. lol_________________.. err but maybe its the other way around ..or maybe I lost it .. back then